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Deduplicate resource accesses by binding not by name
* For D3D this should be equivalent since name == bindpoint, but for SPIR-V this prevents the same binding being loaded into multiple SSA variables from being added every time.
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@@ -1797,7 +1797,7 @@ void ShaderViewer::applyForwardsChange()
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bool found = false;
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for(size_t i = 0; i < m_AccessedResources.size(); i++)
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{
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if(c.after.name == m_AccessedResources[i].name)
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if(c.after.GetBinding() == m_AccessedResources[i].GetBinding())
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{
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found = true;
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break;
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